"hidden" player classes (models), available or unusable ones

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gattovicentino
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Re: "hidden" player classes (models), available or unusable

Post by gattovicentino »

Dr.Flay wrote:The examples I gave need you to have that model package, except for the Fly which is a default pawn so should work for you.
The models should have an int file already, so just add the missing line and copy the package info to the new line.
At the moment I can't get it to work, because I could not find those models (Rebkrall and DeathMatchTitan) with their .int files... and the Fly didn't work too (another model appears in game), I'll need time to understand what is wrong and what to do exactly.
OjitroC wrote: Perhaps you should forget about the Spatial Fear bot - I tried playing as the SFJaelPlayer1 and the model/skin are fine - however when the Player is killed the game hangs as UT seems to be looking to run code from Spatial Fear to do with the player's death. I assume the same would happen if you use the Bot.

Yes, I saw that - I don't know what the Reconizer bot looks like so thought that might fit it somehow.

PS - when you try these bots and they don't work, do you look in the UT.log as you may well find a clue there as to why they don't work?
I think you're right about Spatial Fear.
About the UT log, a bit confused, but I couldn't find any interesting about these specific issues.
I'll try Utron Recognizer later.
EDIT: The recognizer... I don't think it's the correct one, but there are only colored rectangles in its textures :D
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OjitroC
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Re: "hidden" player classes (models), available or unusable

Post by OjitroC »

gattovicentino wrote: At the moment I can't get it to work, because I could not find those models (Rebkrall and DeathMatchTitan) with their .int files... and the Fly didn't work too
It doesn't work for me in UT or in Unreal. Even if it did, the ones you mention here aren't weapon holders and don't have team colours, apart from anything else. By the way, the RebKrall doesn't come with an .int file - don't know about the DMT as I don't have it (well, at least that version of it - I do have the UTDMT).
gattovicentino wrote: I'll try Utron Recognizer later.
That won't work as it is a ScriptedPawn not a bot, despite being called RecognizerBot.
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gattovicentino
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Re: "hidden" player classes (models), available or unusable

Post by gattovicentino »

OjitroC wrote: It doesn't work for me in UT or in Unreal. Even if it did, the ones you mention here aren't weapon holders and don't have team colours, apart from anything else. By the way, the RebKrall doesn't come with an .int file - don't know about the DMT as I don't have it (well, at least that version of it - I do have the UTDMT).

That won't work as it is a ScriptedPawn not a bot, despite being called RecognizerBot.
It seems to be correct... So, summarizing, at the moment the working stuff of this discussion:

- Infiltration Male Commando (the other Infiltration models contained in Infiltration 2.75 seems to be clones of default UT ones, nothing new in them)
- Utron FlynnBot
- Utron TronBot
- Utron SarkBot
- Utron GuardBot
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OjitroC
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Re: "hidden" player classes (models), available or unusable

Post by OjitroC »

Yes, that's about it. Have you tried Defence Alliance or Strike Force - the former has some unusual bots (a Brute for example) and the latter may have something as the standard UT commando mesh isn't used (at least for some of the pawns).
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Re: "hidden" player classes (models), available or unusable

Post by gattovicentino »

OjitroC wrote:Yes, that's about it. Have you tried Defence Alliance or Strike Force - the former has some unusual bots (a Brute for example) and the latter may have something as the standard UT commando mesh isn't used (at least for some of the pawns).
I know Strike Force but I have yet to try Defence Alliance. Tomorrow I will install it, I'm curious :)

EDIT:

I installed Defence Alliance, it's interesting... and I'm trying to understand if I can use some stuff of Defence Alliance in normal UT.

About Strike Force, I tried to import its weapons to Stuffswapper (this is the only way I found to use its weapons in normal UT) but it doesn't seem to work very well.
The models/skins of Strike Force work as bots in normal UT, but seem to be "stupid" (SF.SFMaleBot remains motionless until someone shoots him).
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Re: "hidden" player classes (models), available or unusable

Post by Nakron »

EvilGrins wrote: Sun Apr 14, 2019 11:28 pm
Also, Team Orbit which has mechs that can be assigned to human players (got their own unique built in weapons) and can be placed on bots:
Image

Image

Spatial Fear's monsters can work in UT fine, I've got many of them setup on MH maps, but they don't react well. They're designed to track a scent-trigger attached to players which doesn't operate outside their gametype... though they'll still attack if you get too close to them:
Image

nice i dind't know until now about this utron mutator, looks pretty sick, this lovely madcat mechwarrior style mech in UT...there's other mechs models in this mod? these mechs works like a true vehicle or it's just a player model that simulates a mech?

Also speaking of Spatial Fear's i really like this mod, theres a way to take the weapons and player models from this mod and put to work in UT? :what:
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Re: "hidden" player classes (models), available or unusable

Post by OjitroC »

Nakron wrote: Tue Mar 21, 2023 10:47 pm Also speaking of Spatial Fear's i really like this mod, theres a way to take the weapons and player models from this mod and put to work in UT? :what:
Weapons - yes, use StuffSwapper and put them into a configuration along with the ammo. I see I have a couple of weapons (the grenade launcher and a rifle) in one of my configs but it's been some time since I used that one so I can't remember how they worked - I would think they worked OK otherwise I would have taken them out but can't be sure.

To try them out, use an ammo regen and summon some into a DM match and see how they go.

Players - no. The SF Players are subclassed from Botpack.TournamentPlayer and use the default Male and Female Commando meshes. However they have been recoded to work specifically in Spatial Fear. A quick test indicates that the class SFFemale1 is loaded and functions OK but ... on being killed, the Player does not respawn (it's a long time since I played Spatial Fear and I presume that if the Player dies, then the level/map has to be restarted). There are, as one would expect, a number of ScriptWarnings in the log - some relate to the SF HUD (obviously using the SF Female1 results in Spatial Fear being loaded but not run).

There are only two Player Classes in SF I think unless I missed any - both use default models(meshes) and so I'm not sure that there is much point in trying to use them in default UT games?
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Re: "hidden" player classes (models), available or unusable

Post by EvilGrins »

Nakron wrote: Tue Mar 21, 2023 10:47 pmthere's other mechs models in this mod? these mechs works like a true vehicle or it's just a player model that simulates a mech?
There's 5 mechs in Team Orbit, 1 called the "big wheel" which has the most firepower but I don't like, 3 moles (that 2 legged thing in the screenshot) of different types, and the scorpion looking thing which is called a Selk. They're not vehicles, they're player models.

Team Orbit had a 2nd release that did have vehicles in it, but I didn't like it so I didn't keep it.
Nakron wrote: Tue Mar 21, 2023 10:47 pmAlso speaking of Spatial Fear's i really like this mod, theres a way to take the weapons and player models from this mod and put to work in UT?
You have to add these to your UnrealTournament.ini:
EditPackages=SFCharacter
EditPackages=SFCharacter2
EditPackages=SFCharacter3
EditPackages=SFCharacter4

Of course you need to have SpatialFear or that's kind of pointless.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: "hidden" player classes (models), available or unusable

Post by OjitroC »

EvilGrins wrote: Sat Mar 25, 2023 5:46 am
Nakron wrote: Tue Mar 21, 2023 10:47 pmAlso speaking of Spatial Fear's i really like this mod, theres a way to take the weapons and player models from this mod and put to work in UT?
You have to add these to your UnrealTournament.ini:
EditPackages=SFCharacter
EditPackages=SFCharacter2
EditPackages=SFCharacter3
EditPackages=SFCharacter4
That simply ensures that those 4 packages load each time the Editor is run. However ... those packages only contain the SpatialFear.SFScriptedPawn classes (and their related meshes/skins/projectiles etc, etc).

The Spatial Fear Male and Female Players are, as I have indicated, in SpatialFear.u and the weapons are in SFWeapons.u.

It really depends what the OP wants to do - using the weapons in a default UT game is easy enough with StuffSwapper. Making use of the SFScriptedPawn meshes (there are human Male and Female Officers that I had forgotten about), other than simply using the classes in a MH map, is a different matter altogether as it would involve exporting the meshes and importing them into recoded relevant TournamentPlayer and/or Bot classes.

Using the SFScriptedPawn classes in a MH map for general distribution requires the distribution of much of the Spatial Fear 'package' as those ScriptedPawns are dependent on (use resources from) at least 4 other Spatial Fear packages.   
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Re: "hidden" player classes (models), available or unusable ones
A brief update on SF weapons in UT - summoned the RapidEddy, HardWave, B9 Rfile and US Rifle into various UT DM games (playing against ScriptedPawns using MonsterSpawn).

Both the B9 Rifle and the Ultra Sonic Rifle give rise to ScriptWarnings - the latter gives rise to LOADS with an Accessed None every tick - so logs can grow quite large (2.9MB in one game). The weapons function OK though the US Rifle uses 1 unit of ammo every time one uses the Alt-FIre Target Identification (no idea if it does this in Spatial Fear) - this could limit its usefulness in the absence of plentiful ammo in a map. I later used it with an ammo regen so no longer had that issue.

The other two weapons are error/warning free.

Also stuck the Male and Female Officer from SFCharacter2 in MonsterSpawn - they are friendly and weaponless, with low health. Their meshes also have relatively few animations compared to the default Player models or to other ScriptedPawns and so would be of limited use as models for TournamentPlayers or Bots - a number of the animation sequences are used for more than one animation group and so, although they move OK, some of the gestures and movements of the default models are absent.